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Ah yes I was just thinking that I should kidnap someone today and this game let me spread my evil as planned. I think everyone can find a character they like in such a large group of krazy kobolds. The jokes made me smile and kept things interesting.

It was a bit front heavy on the reading because so many characters were introduced at once, but I still had a good time. I can tell a lot went into this with each character having unique dialog if you bring them along (and a ton of different skills). It was fun getting to see art of so many different Kobolds too.

The rose kingdom is mostly on fire now but at least they will get to meet a dragon later. Great work and good luck in the judge panel round!

A game with a lot of potential, and a lot of interesting ideas. Every battle is supposed to be a mental challenge. That challenge is a bit of a lie when you have enemy monsters hitting you 4 times randomly for 1/3 of your life. In groups of 4. Even with a whole party of 4, you can get curb stomped hard. And if anyone is already dead, well... While I like the possibility here, it feels like it wasn't playtested even in this first intro area. (Or if it was, it's not made terribly obvious how you're supposed to not die to Busy Bees. Who seem to ignore damage randomly. 'Squash bugs!' 'Bug takes 0 damage' 'Welp, guess I die' 2000 damage taken)

A couple mechanical issues, using an item closes the item menu completely, buying multiple 'tactics' isn't really explained at the start (does having more of the same ability level it up? Does it do anything at all?), dying under certain conditions actually revives you instead. (I think that's dying of poison rather than combat damage. Didn't test a lot)

I do love the overworld monsters, and there was obviously some love from the hand drawn sprites. It just feels a bit rushed.

Playtesting was indeed messed up, partly due to a too late understood difference between how 'battle play' vs from the game itself, and time of course.

I have been continuing to work on the game post submission deadline and will be posting a link to a gamepage with an updated game after the voting period is over.

-Using an item from the map menu will close it due to how RPGm handles common events. I have included a respective plugin to get around this, however I still need to test for any unforeseen interactions elsewhere.-Tactics that are skills (at this time) do not stack, but passives do. -In general, text is going to be moved around to facilitate a more intuitive playing experience in terms of mechanics.-Reviving from poison damage is incredibly bizarre, I'll investigate that ASAP!